Classic Game Review: Red Led 1987 Commodore 64

Ariolasoft’s new Starlight label got off to a less than impressive start with its first two mediocre releases – Deaths cape and Dog fight 2187. While being polished and professional, both lacked lasting action, something which Red LED certainly doesn’t suffer from.

A long time ago in a galaxy far away, the galactic mining com­panies developed remote-control­led droid mining systems to enable them to gather rare minerals from dangerous and inaccessible plan­ets. The need for such antiquate methods has long since passed, but the mines are now used as a sporting arena.

You are presented with a grid made up of hexagons, and each hexagon represents a battle ter­rain. The overall aim is reminiscent of the TV board ترفندهای بازی انفجار Blockbus­ters, in that the objective is to form a left-to-right link across the grid. Hexagons are won by collecting the objects they contain and then leaving. Three battle-droids are offered up to do the dirty work and they have different capabilities and strengths. For example, one may hover safely over acidic pools while another can remain station­ary on steep inclines. Kamikaze alien droids lurking in the system get in the way, making life difficult and the terrain is unfriendly, to say the least – sudden sheer drops are encountered regularly. There’s also a time limit – you’ve got an hour to establish a link from one side of the play area to the other.

It’s not all bad news though. Smart bombs are hidden away in the terrain, along with ice- switches that freeze acid pools when activated, permitting safe passage for those underprivileged droids who find hovering difficult. Now and again you encounter a strange droid-freeze gizmo and when it is touched the harassing aliens are stunned into a state of immobility until they can crack the blocking frequency the device emits.

Teleport pads behave as their name suggests, allowing instan­taneous travel to another section of the landscape, while time-dis­tort capsules increase or decrease the remaining game-time by five minutes – capsules rotating clockwise add five minutes but the anti-clockwise ones remove five minutes. Enemy droid generators can be eliminated, although they accept multiple hits before ceas­ing to work – and while your droid is blasting away at a generator, the enemy droids tend to rally round and shoot at you.

Touching other droids or being shot raises the temperature of your droid and every time you take a wrong turn and fall off the land­scape a minute of time is lost, overheating is fatal to droids.

Collecting the letters BONUS gains access to a sub-game which can lead to a complete overhaul for your droid if played well on the surface. Red LED looks like another Marble Madness clone owing to the style of graphics but there’s a lot more to it – each section has different physical characteristics so strategic choices need to be made between the three available droids. Combined with the original and highly addictive nature of the game play, this should keep blast­ing fans happy for a long while.

This game from my point of view is way ahead of its time and programmers from Ariolasoft saw the future of gaming through 8 bit and 16 bit cartridges. I have enjoyed playing through this game and some how it has a very familiar feeling to new games such as Gears of War and Crysis series. My rating for this game is 4.8 out of 5. Highly recommend game lovers to check it out.